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  • RE: "At beginning of scene" actions trigger on save load

    [quote]What happens when you start your game the first time and save right away? Does a "at the beginning of the scene" trigger on normal game start or only in loading the saved file? [/quote]I tried that. I execute the fresh start save at the very first of the game and when the player back to main menu this save file loaded.The problem is Shader effects get fucked up at the moment and it seems a little big buggy.About trigger, it just goes with freshly new start game. Because the game loaded the save file before everything starts.Execute autosave when starts, load it when you go main menu during game, then problem solved... it appears to be.Just try it if your game doesn't have any shader effects. I think it would work.

    by tristan-kang, 10 years ago

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    tristan-kang 10 years ago
  • RE: Visionaire Studio 4.2.5 Released

    [quote]Hey guys,here a script for walking with the arrow keys and gamepad:[code]local mouse_x = 0local mouse_y = 0local charmove_x = 0local charmove_y = 0function keyboardHandler(eventType, character, keycode, modifiers) if eventType==eEvtKeyUp then print('key up: ' .. keycode) keycode = keycode % 1073741824 if keycode == 80 then -- left charmove_x = 0 elseif keycode == 79 then -- right charmove_x = 0 elseif keycode == 81 then -- down charmove_y = 0 elseif keycode == 82 then -- up charmove_y = 0 end createEvent('eEvtControllerAxisCharacterMove', {x=charmove_x, y=charmove_y},25) elseif eventType==eEvtKeyDown then print('key pressed: ' .. keycode) keycode = keycode % 1073741824 if keycode == 80 then -- left charmove_x = -100 elseif keycode == 79 then -- right charmove_x = 100 elseif keycode == 81 then -- down charmove_y = 100 elseif keycode == 82 then -- up charmove_y = -100 end createEvent('eEvtControllerAxisCharacterMove', {x=charmove_x, y=charmove_y},25) elseif eventType==eEvtControllerKeyUp then print('controller up: ' .. keycode) if keycode == 1000001 then --controller key A up createEvent('eEvtMouseLeftButtonDown') createEvent('eEvtMouseLeftButtonUp')-- createEvent('eEvtKeyDown',{x=0,y=0},eKeyEscape,0) end elseif eventType==eEvtControllerKeyDown then print('controller down: ' .. keycode) if keycode == 1000001 then --controller key A down end elseif eventType==eEvtControllerAxis then if string.match(character, 'RIGHTX') then mouse_x = keycode createEvent('eEvtControllerAxisMouseMove', {x=mouse_x, y=mouse_y}, 19, 9) elseif string.match(character, 'RIGHTY') then mouse_y = keycode createEvent('eEvtControllerAxisMouseMove', {x=mouse_x, y=mouse_y}, 19, 9) elseif string.match(character, 'LEFTX') then charmove_x = keycode createEvent('eEvtControllerAxisCharacterMove', {x=charmove_x, y=charmove_y}, 25) elseif string.match(character, 'LEFTY') then charmove_y = keycode createEvent('eEvtControllerAxisCharacterMove', {x=charmove_x, y=charmove_y}, 25) end end return falseendregisterEventHandler('keyEvent', 'keyboardHandler')[/code][quote]By the way, we have 3D Model file now for objects.[/quote]Nope just Spine.[quote]Shaders or something else?[/quote]I've updated the shader script accordingly: [url=http://wiki.visionaire-tracker.net/wiki/Shader_(CMS)]http://wiki.visionaire-tracker.net/wiki/Shader_(CMS)[/url]The quality of the zooming is better now and you have interactivity.I'm sorry guys, but no action parts yet. It's high up on my list.[quote]Any info on how to use spine with visionaire? How do I implement it?[/quote]Load the json-file with the path control on the bottom for objects or with 3d model file path control at character settings. Then add animations, go to animation settings and select the animation. If you want to use multiple spine files for a character you need to use a json file that links to them like this:[code]{ "multiplexer":"", "skins": [], "files": [ { "name": "PARTS/B_default/aliena_B.json" }, { "name": "PARTS/DB_default/aliena_DB.json" }, { "name": "PARTS/F_default/aliena_F.json" } ]}[/code][/quote]It's great script for keyboard character movements but unfortunately it doesn't support slopes.I know it's so complicated but if is any way for it I'm appreciate for any help.Thanks

    by TinTin, 10 years ago

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    TinTin 10 years ago
  • It appears to be shader effects conflicts with autosave

    Shader action (e.g. camera movement) works fine. But shader effects (e.g. Tv1, Ripple) got messed up if I reload autosave after I execute it.For example, I applied Ripple effect to one object in one room, but after I execute the autosave and reload it the Ripple effect wasn't applied to the object, but player's view.My autosave has been executed at the game start. If the player wants to go back to main menu, the game lets the player go to main menu but restore original autosave from the game start. (it's called resetting whole game, right?)I've looked up other games made by VS but these games just quit the game if the player clicked exit in interface. But you know some games just back to main menu and only quit option is available at main menu.Magical Potion from main page tried this technique but gladly this game has no shader effects so no worries at all. I just let game quit from the ingame interface but I'm not sure it's a wise choice for story-telling game with various choices. Like choose choice A and see ending then go back to menu and load save file then choose choice B without quitting game, this can be done without resetting whole game but what if each chapter, each save point has choices? Without resetting whole game, something would be messed up during loading save file.I can delete Shader effects if I want but... if devs can fix it then it would be good.Shader actions(object twin, object move, zoom) works fine, but only effects have a problem.

    by tristan-kang, 10 years ago

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    tristan-kang 10 years ago
  • RE: SHADERLAMP

    Ok first of all sorry for the late reply. I have family here and I haven't been able to be in the PC until now.I use Shader Toolkit 0.8.9 and Visionaire Editor 4.2I have tried to use Visionaire Editor 4.2.5 and Shader Toolkit 0.9 and my PC crashes every time I try to print log.In ST 0.8.9 and VE 4.2 if I print log I get this:[code]17:04:36: [string "ShaderToolkit old"]:1823: invalid value (nil) at index 1 in table for 'concat'17:04:36: stack traceback: [string "LightSueñoPasillo1"]:54: in function [C]: in function 'DataDumper' [string "ShaderToolkit old"]:1823: in function 'bind' [string "LightSueñoPasillo1"]:10: in function [C]: in function 'xpcall' [string "LightSueñoPasillo1"]:1: in main chunk17:04:36: no uniform pass in shader[/code] This makes reference to this:[code] bind("light1", "lights[0].targetpos", point(inverty(field("{x=500,y=500}")), 0))[/code]It looks like light1 doesn't exist. Could that be the problem?Thank you for your time.

    by Yarek, 10 years ago

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    Yarek 10 years ago
  • Hi, ich wollte noch antworten, man kommt ja zu nichts mehr hier...Also: Die Zoomfunktion kann man mithilfe des Shader Toolkits benutzen. Es ist durchaus möglich auf Charaktere damit zu zoomen. Aktuell ist allerdings Lua nötig. In Zukunft wird es das auch mit Action Parts geben. Dauert aber noch.Hier ist das Toolkit: [url=http://wiki.visionaire-tracker.net/wiki/Shader_(CMS)]http://wiki.visionaire-tracker.net/wiki/Shader_(CMS)[/url] Einfach als Definitionsskript einfügenDann kannste in einem Aktionsteil Skript so reinzoomen:[code]shaderZoomCharacter("Charakter Name", 1.4, 1000, easeBackOut)[/code]

    by SimonS, 10 years ago

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    SimonS 10 years ago
  • RE: SHADERLAMP

    Did you replace the shader toolkit script with the latest one Simon added to the wiki after the release of the current public build of Visionaire Studio?

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: SHADERLAMP

    I believe Simon said that shaders aren't working 100% correctly right now anyway. Might be better to lay off the shaders until he's created a new shader toolkit script (unless it's the internal engine code that's buggy - not sure).As for the movement... I guess it's based on the current viewport. You may need to get the current scrollposition coordinates & then offset it as needed to the absolute x, y coordinates that you want to place it at, maybe create a loop too to make sure it constantly makes sure that it is positioned correctly.

    by afrlme, 10 years ago

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    afrlme 10 years ago
  • RE: Visionaire Studio 4.2.5 Released

    [quote]So far it's okay with bug count:- mp3 not working- 3d chars not working- some minor stuff with the shader toolkitIf you aren't using any of that you're fine.[/quote]- action areas evoke crash- what about preload animations to store in cache? I think it doesn't work- the list of outfits animations doesn't allows own sorting - it's the preinstalled at every new start- this little bug with animation speed between 33 and 35ms (and somewhere else?)

    by Machtnix, 10 years ago

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    Machtnix 10 years ago
  • RE: Visionaire Studio 4.2.5 Released

    So far it's okay with bug count:- mp3 not working- 3d chars not working- some minor stuff with the shader toolkitIf you aren't using any of that you're fine.

    by SimonS, 10 years ago

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    SimonS 10 years ago
  • RE: Visionaire Studio 4.2.5 Released

    lol you're making shader complainers look bad with your biased opinion. But remember. Only you're here, though there are a lot of complainers. I don't have a time to deal with you now because as you said, I'm lazy and you're way STRONG at your opinion. I want to touch your muscle. lolAt least you and I prefer VS more than other game engines in common. It's positive isn't it?

    by tristan-kang, 10 years ago

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    tristan-kang 10 years ago